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About to make my first run as GM - any tips?

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Grand Inquisitor

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« on: <09-09-12/1758:20> »
This Friday I'm going to be running my first game as a GM with Shadowrun - and honestly, it'll be my first time playing SR as a whole. (I'd rather play first, but I have the books, and I really dig the game, and being that no one else was willing to put in the work to Gm, I stepped up)

My plan was to start off our group with the "On the Run" adventure in the Runner's Toolkit, and once everyone feels comfortable, I wanted to start the "Boardroom Backstabs" campaign.  Some people were disappointed that I was running a published campaign, but I felt I needed the time to learn the game, rules, and mechanics over putting in the work of fully fleshing out my own creation.

I really want this to be a memorable play experience for my players, so I was hoping for some tips from other GM's and players here, seeing what has (and has not) been successful for you and your group.

One particular issue I've been thinking about is helping some of my players who are only familiar with 4th edition D&D, which is substantially stream-lined and "on the rails" compared with SR.  Does anyone have any experience with helping players with less experience play the game without being overwhelmed by the insane amount of options presented by SR?

Walks Through Walls

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« Reply #1 on: <09-09-12/1941:08> »
I would recommend downloading a copy of food fight and running it first so you and your players can get used to the combat rules, and a couple other mechanics before you run On the Run. Food Fight is a one scene adventure that is mainly combat that will help you get a bit of experience and introduce everyone to the game.

One thing I would suggest is letting the players make small changes to their character for the first couple of adventures so if there is something that they missed or thought would be useful and isn't they don't feel stuck.

As far as hints to help you run a game:
1) If you aren't sure of a rule wing it and move on. Look up the rule later and then let everyone know and play with it from then on.
2) Have the runners make perception checks from time to time in tense situations even if there isn't anything special and then tell them "Everything appears to be normal." - This bring up the tension in my experience and keeps them on their toes. Also when they have to make the perception test that matters they aren't tipped off that something is up.
3) Make sure you and your players are having fun
4) After the first few sessions ask the players for feedback about what they liked and what they would like to see changed or different.
5) It sounds like you have runner's toolkit so use the help cards to go through the figuring of target numbers and dicepools

That is what I can think of off hand. Welcome to the boards.
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TheNarrator

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« Reply #2 on: <09-09-12/2118:33> »
Advice? Okay.

-If your players aren't familiar with the ruleset and are intimidated by things like the sheer number of options and the complex gear, then help them with character creation. Ask them what kind of character they want to play, then give advice about what stuff they might want to pull that off. With my current game, I even put together some gear packages for the players who were being overwhelmed by the selection in the book to pick and choose from, such as three different sets of "commlink, peripherals and software" of varying cost they could choose from, and a number of "gun plus accessories and mods, with a selection of ammo" sets.

-One thing that Shadowrun makes easy is that you don't have to find a "hook" to get the characters involved or get them to work together. A fixer threw them together for a job, and they're doing it because they're getting paid. But it's still a good idea to know the characters' capabilities and motivations pretty well, so you can get an idea of what kind of things that they are and are not willing to do. There are pre-made adventures that I've declined to run because I thought the player characters might balk at some of the things the module would demand of them.

-Expect the unexpected. As a GM, I figure you know that already, but SR isn't nearly as on the rails as D&D4E. The players are going to do stuff that you didn't expect and never could have imagined, and it's going to throw your plans completely off track. Roll with it, adapt and adjust, keep things going.

Henzington

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« Reply #3 on: <09-09-12/2142:50> »
I always like to ask when I am looking over a character why is this guy a shadowrunner as opposed to a normal corporate drone.  Shadowrun characters unlike D & d ones are at the fringe or outside of society because their lack of citizenship, their own actions (crime or drug use), etc.
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?

Lysanderz

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« Reply #4 on: <09-14-12/2200:47> »
Don't. Fuck. Your Players.

I can't speak for anyone else, but my number 1 pet peeve is when a player does something a GM doesn't expect and the gm suddenly has the perfect magical answer for said problem and that player doing something interesting and unpredictable gets screwed for it.

In short, tailor the game for your players before you start, don't tailor mid run except in absolute necessity (Nobody likes a key NPC dead in the first 30 seconds.)

JustADude

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« Reply #5 on: <09-15-12/0301:36> »
In that vein... Don't EVER let your players catch you fudging. Heck, don't fudge period. However, if you do start massaging probability for your dice then never, ever admit to doing it. Never. No matter how unlikely it may be to get back to your player.

Once the players stop believing you're a neutral arbiter of fate, things go down-hill quick. Every fluke of the dice becomes you out to get them, and every massive success is only because you let it happen.
« Last Edit: <09-15-12/0303:55> by JustADude »
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Scarecrow71

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« Reply #6 on: <09-15-12/1520:59> »
On topic:

Don't shy away from pre-made adventures just because they are pre-made.  Some of them have wonderful plots, and most of them give decent examples of rules in use during the course of play.  As a new SR GM, use that to your advantage to learn the rules.

Don't fudge die rolls unless it is 100% absolutely necessary, and even then only fudge them so it looks like you haven't.  Example:  you are a couple scenes in and one of the players is getting smoked by a bad guy through their own crappy rolls.  Let the bad guy hurt them, but don't kill them off just because of bad die rolls in the beginning of the game.  Now, if you're several runs in and the player is being dumb after you smite him with the GM 2x4 of truth...well, then, let the dice fall where they may.

Off topic:

Food fight?  Anybody got a link to that?
I could wile away the hours conversing with the flowers
Consulting with the rain
And my head I'd be scratching while my thoughts were busy hatching
If I only had a brain...

"Good. Bad. I'm the guy with the gun." - Ash, Army of Darkness

Xzylvador

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« Reply #7 on: <09-15-12/1754:53> »
Quote from: Walks Through Walls
1) If you aren't sure of a rule wing it and move on. Look up the rule later and then let everyone know and play with it from then on.

I'm just going to repeat that one again, because other than "Make sure everyone -including yourself- has fun." it's probably one of the most important things to any roleplaying game.
(This is of course in large part because pausing the game for 15 minutes of book-browsing after every 15 seconds of gameplay is a sure way to make sure no one's having fun.)
Make sure you understand the rules, but don't believe for a second that any GM, no matter how good or experienced, knows all of them.
A good GM, imo, will make a quick note of the issue so he can look it up later and learn from it, but during the game will make a quick and immediate call on his the issue and make sure the game can continue so the players don't lose their immersion in the SR world and the game can continue at an exciting pace.

As far as a tip of what 'understanding the rules' means for SR, for me it comes down to "roll stat + skill and compare that versus another's stat + skill or versus a threshold determined by the GM". When in doubt, just do that and look it up later.

Quote from: Scare_Crow
Off topic:

Food fight?  Anybody got a link to that?
Here, starting page 15

Scarecrow71

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« Reply #8 on: <09-15-12/1839:23> »
Didn't know that was in the Quick-Start rules.  Thanks for that, X!
I could wile away the hours conversing with the flowers
Consulting with the rain
And my head I'd be scratching while my thoughts were busy hatching
If I only had a brain...

"Good. Bad. I'm the guy with the gun." - Ash, Army of Darkness

GhostWriter

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« Reply #9 on: <09-15-12/2039:01> »
Listen to these people. These fellow gamers of the realm know better. They have great with their advice. From one GM to another though. "Break a leg!"

GiraffeShaman

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« Reply #10 on: <09-16-12/1631:31> »
Quote
In that vein... Don't EVER let your players catch you fudging. Heck, don't fudge period. However, if you do start massaging probability for your dice then never, ever admit to doing it. Never. No matter how unlikely it may be to get back to your player.

Once the players stop believing you're a neutral arbiter of fate, things go down-hill quick. Every fluke of the dice becomes you out to get them, and every massive success is only because you let it happen.
I agree completely with this. In addition, even the appearance of GM cheating can lead to player group anger. The most common way this happens is a GM using a GM screen to shield dice rolls from player eyes. I used a GM screen for 2 decades because it was how I learned to GM. I got away with it too because I had the players trust, but once my SR campaigns turned deadlier the use of screens led to tons of paranoia and suspicion about what was going on back there.

Cheating to help the players is nearly as bad too. It's kind of like using the hand of god aka deux ex machina. (Not to be confused with the 3rd edition SR rule) Hand of god is where you save the party with some outside force. For example, the player characters are losing a firefight with an Ares Firewatch team and some npc Shadowrunner team just happens to stumble upon it and saves the party. Anyway, cheating on rolls or using the hand of god to save the party just makes players see you as an inexperienced GM putting them into dangerous situations they shouldn't have been put into in the first place. (Unless they earned it with sheer stupidity)

Also, using a sceen in SR is kinda dumb anyway cause it really slows you down with the use of all those dice.

The downside to not using a screen is that players can figure out your npc stats, but it's just not worth it in my opinion due to the above reasons, and so I dropped the use of screens in any game I GM.

On a related subject, remember that it is always better to make the enemies too weak on accident than to accidentally make them too powerful. There's always another Shadowrun coming up to try to retool the game balance and challenge the players. And it's very easy to murder players while trying to challenge them in Shadowrun, so careful careful careful. Don't put yourself in the position of becoming a Killer GM, or a clumsy GM that cheats to save the party from his own creations.

WellsIDidIt

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« Reply #11 on: <09-16-12/1821:28> »
First thing to do is to decide what kind of shadowrun game you want to run. There are many ways to play: Pink Mohawk, Black Trenchcoat and all the mirrored shades between. Deciding a style will help immensely with what the players can expect.

Likewise, decide how lethal and gritty your game will be. This falls in line to a degree with the above statement. Some groups like to play where the story ends with them bloodied and staggering away most runs while others prefer a less lethal route.

As a new GM, I recommend a screen. Not for hiding the dice, but for the loads of useful information it puts right in front of you. It does let you cheat, I'm not going to pretty it up by calling it fudging or anything silly like that, but I don't recommend cheating against the players ever.

You may end up needing to occasionally dial things back for the players, especially as a new GM, until you get the balance of the system right. Shadowrun can be very bursty with it's damage. Sometimes the bad guy mook #3 gets 8 hits to hit Joe Samurai and he glitches his dodge. First action of the first fight of the first run this can leave a sour taste and turn a player away from the game all together.

Get a good gauge on your players and kill problems before they get out of hand. If you think a GM manipulating dice rolls can flop a game, nothing kills it more than a player that cheats with a GM that won't bring it up. Likewise, I recommend handwavium on most rules that you don't know until after the game when you can easily look it up. If you have a player that is known for playing what I'll call picking the rulebook and finding loopholes, make sure you study up on his character and the rules involving it beforehand so they don't try to take advantage of you newness to the rules. Even if everyone is new to the rules, many groups have that one dude that will read through all the books in a week, glance at the errata, disregard everything in contradiction with how he wants things to work, and try to force it on the GM.

Let everyone know that if you make a ruling after reading up on the rules, that's where it stands. If you say that Stick-n-Shock doesn't exist in your game, it doesn't. If you decide that electrical damage is physical, it is. Don't let one player talk you out of a rule if you've stuck your mind to it. Worst case scenario put it to a group vote if several people don't like it.

If you're running a game with a group of people you've played with for years, you won't have to worry about this, but if you're picking up newer players you haven't played with before, don't be afraid to tell them to take a hike if they don't mesh with the group. Sometimes people just don't click together, sometimes play styles clash, sometimes it's just an issue of general hygiene and smell. I had an old player of mine recently get in touch with me asking me for advice on giving a player the boot. He'd put up with a guy that was making his entire group dread coming to play for months just because he didn't feel like making anyone upset and felt sorry for the guy.

As for new to the system. I highly (read as extremely highly) recommend the Runner's Toolkit. One thing I've found that helps is to take the Anatomy of a Run booklet, assign a role to everyone, and play it out action by action so everyone understands how things were being done and gets to see things. Let them put dice pools together and make rolls then explain the difference between their hits and the hits used in the examples from the Anatomy of the Run. The toolkit also has a handy dandy GM screen, reference cards, easily compiled tables, a quick and easy character creation guide, and many more tidbits of awesome coated in chocolate syrup (Warning: Chocolate syrup is not actually included, this is a good thing). Now that my advertisem....endorsement is over I'll carry on.

Another thing to do is throw each player an archetype roughly akin to what they want to play (avoid the weapon specialist at all costs though) and do a quick and dirty simple one shot. This one shot needs to do three things: A.) Stress the importance of legwork, B.) Stress the lethality of combat, advantage of surprise, and disadvantage of being outnumbered (all quite different from D&D), and C.)Have and area where each player has to make rolls for his specialty.

I recommend something similar to this: Job is for the players to recover a data analyst that is working for the mob. He got picked up by the police earlier and is now holed up in a Yak owned motel across town. They think he's flipping on them. In reality, the police convinced the data analyst to help them get data on the Yak's by acting like he's going to flip and drawing out certain confessions while talking over the deal with one of their crime bosses. A SWAT team has the building under surveillance. It's also crawling with Yak soldiers.

If the players go in guns blazing they'll get hosed (a lesson they need to learn fast if they're stuck in D&D mentality). If they skimp on their legwork they might not notice the SWAT team on the building. If they succeed at their legwork, they might be able to wait and nab the analyst after the Yak bust when he has less eyes on him. There are plenty of places for everyone to shine. Security for hackers, stealth for adepts/covert ops, combat for the sammies, astral security/overwatch for the mage, and plenty of legwork and possible conning for the face of the group.

The Dark Warden

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« Reply #12 on: <09-16-12/1939:40> »
Quote
In that vein... Don't EVER let your players catch you fudging. Heck, don't fudge period. However, if you do start massaging probability for your dice then never, ever admit to doing it. Never. No matter how unlikely it may be to get back to your player.

Once the players stop believing you're a neutral arbiter of fate, things go down-hill quick. Every fluke of the dice becomes you out to get them, and every massive success is only because you let it happen.
I agree completely with this. In addition, even the appearance of GM cheating can lead to player group anger. The most common way this happens is a GM using a GM screen to shield dice rolls from player eyes. I used a GM screen for 2 decades because it was how I learned to GM. I got away with it too because I had the players trust, but once my SR campaigns turned deadlier the use of screens led to tons of paranoia and suspicion about what was going on back there.

Cheating to help the players is nearly as bad too. It's kind of like using the hand of god aka deux ex machina. (Not to be confused with the 3rd edition SR rule) Hand of god is where you save the party with some outside force. For example, the player characters are losing a firefight with an Ares Firewatch team and some npc Shadowrunner team just happens to stumble upon it and saves the party. Anyway, cheating on rolls or using the hand of god to save the party just makes players see you as an inexperienced GM putting them into dangerous situations they shouldn't have been put into in the first place. (Unless they earned it with sheer stupidity)

Also, using a sceen in SR is kinda dumb anyway cause it really slows you down with the use of all those dice.

The downside to not using a screen is that players can figure out your npc stats, but it's just not worth it in my opinion due to the above reasons, and so I dropped the use of screens in any game I GM.

On a related subject, remember that it is always better to make the enemies too weak on accident than to accidentally make them too powerful. There's always another Shadowrun coming up to try to retool the game balance and challenge the players. And it's very easy to murder players while trying to challenge them in Shadowrun, so careful careful careful. Don't put yourself in the position of becoming a Killer GM, or a clumsy GM that cheats to save the party from his own creations.

Whilst I think you have some good points here, I'm going to disagree slightly, whether to use a screen is going to be dependent on the group, some expect them, others hate them and the same goes for GMs, personally I rarely bother with them except occasionally as somewhere to stick quick reference notes (or if I have one for a particular system so I can refer to whatever tables it comes with quickly).

I'll also disagree on hand of godding players, but it's a very minor disagreement: I think again, you *can* do it if you're very careful, and personally I'd say only do it if the whole thing turns into a party wipe: having the party wake up with shiny new cortex bombs implanted and a whole new set of orders can be a way of keeping a game going rather than having everyone regen, but you have to be *very* careful if you do, if the players start thinking you'll bail them out of any trouble they get themselves into, that will start to affect how they act. So you should only do it occasionally and only with good reason, but like anything else it can be another tool in your arsenal.

To the OP: I don't know if you have prior experience GMing other systems, I'm relatively inexperienced at Shadowrun myself and others have already given you some great advice so I can't add much but the things I'd add for a totally new GM  are:

1) Know any particularly relevant rules in advance.

If the run's targets defenses are weak in the astral making that an obvious point of incursion then read the Astral Combat rules before the session, even if you can't remember them on the spot a basic familiarity will save a lot of time and effort. The same goes for a Matrix Run or one involving a paranormal critter you don't normally use or even rules that just don't come up that often (plan to gas your players? Look up how toxins work).

2)Remember Rule 0: What the GM says, goes.

Don't be afraid to put your foot down or tweak the rules if needed, sometimes the rules are vague or simply don't cover a situation, sometimes somebody finds a gamebreaking combination by accident (My favourite technique for that case is to say: " You can do that this once since the rules technically allow it, but please don't use it again": I don't like penalising players for creativity, but if something is obviously going to break the game or the party apart or make the game simply not fun, sometimes you just have to say no, so that's my compromise, it may not be the best but I've found it usually seems to make players happy since they get their awesome move that they wanted to try out come off and I get to keep my game from fragmenting.

3) Remember Rule -1: The players reserve the right not to play.

Given what I said above remember the role of a GM is to make sure *everybody* is having fun, not to win, not to outsmart the players. Don't play favourites, don't let one person hog the spotlight etc. If the game isn't fun, pretty shortly you won't have a group. Remember as a GM if you want to kill the PCs you can just drop a Thor Shot on them and go for lunch but don't expect anyone to come back so when you use GM power, use it responsibly and get feedback from your players.On the flip side don't be too permissive either, I've seen starter GMs allow things that should never be allowed due to power or fluff issues because they wanted people to have fun and it wrecks the game for everyone else. It's also important to make sure  your expectations about the game match with your players: if you're trying to run a down and dirty, scrabbling for a living in the radioactive sludge of Chicago campaign and the players want a Pink Mohawk kick in the door, nuke the guards, grab the girl and run type campaign then discord will result if that isn't addressed which leads me onto...

Rule 4: NEVER try and address an out of game problem in game.

This more or less speaks for itself and may fall  under the heading of blindingly obvious but it's a mistake people keep making.

Rule 5: GMs don't kill players, Players Kill Players.

This rule harks back to rule 3. Sure intel is faulty, or a second runner team working for someone else shows up and everything goes to hell in a handbasket but never write a story to kill the players. This isn't D&D and the afterlife doesn't have a revolving door installed for your convenience. Nothing kills a group mood faster than thinking a GM is trying to kill the party or that the players are being railroaded.

Rule 6: Don't be afraid to let the hammer fall

That said if the players *do* do something monumentally stupid like kicking down the door to Saeder-Krupp HQ, mooning Lofwyr whilst yelling "Harlequin's a flower sniffing slot" then hammer them flat. Actions have consequences and if they don't... well there goes that sense of threat that keeps things interesting for the players. Power is like sugar: a little bit is nice but too much will just make you sick.

Rule 7: Whenever possible maintain player agency.

Agency is a  funny concept but the quick and simple definition runs along the lines of "The ability to make choices about your destiny". If the players feel they have a choice they'll feel a lot happier about where they end up than if they feel you forced them here. Even if that choice was illusory (for example you set it up so that dragon you need them to talk to is in whichever building they decide to go to).

Rule 8: Everything has a counter, but don't counter everything.

It's very tempting to shut down paths after the players have used them once rather than letting them keep trying the same old thing again and again, and indeed this is something you should do from time to time to keep the players on their toes but if you counter everything the players do then fun goes out the window.

Rule 9: Geek the mage first is food tactics but don't do it every time

back to rule -1 again: don't let a player feel picked on and definitely *never* actually pick on a player.



That's all I can think of for now, I may post again with more and I'm sure some of the better GMs here will point out holes in my rules but I hope something there helps even if some of my rules above are really subsets of other rules.

Critias

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« Reply #13 on: <09-16-12/1947:16> »
Relax.

It's a game.  Sling dice.  Tell cool stories.  Have fun, remembering you're a player, too.  Everything else will fall into place.

WellsIDidIt

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« Reply #14 on: <09-17-12/0133:33> »
I guess I'll add to my earlier comment. Sometimes, it will be in your best interest to let the group know what they could have done better after the session. This is particularly the case in sessions that end in a partial/total party wipe or sessions that end up feeling like a total party screw. 95% of the time that my groups have felt completely screwed over, it was a failure on their part to do something. Usually legwork, but occasionally as simple as not bothering to astrally perceive a target area. Don't point the finger at one player, don't be condescending, don't give away future plots, but you do want to let the players know what could have been done better. Especially if they're new to this style of game.

To go with Dark Warden's Rule -1, if a player doesn't want to play again you will hear a hundred reasons why. Don't believe all of them. Gamers are notoriously bad for a "It's you, not me" attitude. Talk to the rest of your group, and see how they feel. If they agree with the old players reasons, it's time to fix some things. If they don't, the guy was probably just blowing off steam and is too egotistical to fix his own issues. I bring this up, because nothing kills new GMs faster than a guy telling them everything from their story sucks to they favor Player X and oven bake kittens. Usually it's someone that wants to power game or win the team based game, and a GM that doesn't plot out the story just for them. I've actually seen some of these guys try to not only dictate their actions but try to say what other characters are doing as well. It left me wondering why they weren't at home playing a game like Icewind Dale.

Along the lines of the first point, if the same character is constantly getting targeted, let him know why. Sometimes it's as simple as he's the only one the enemies see (up your stealth buddy). Other times it may be that enemies are just more scared of the big bad armored ork that's butchering people than the hacker hiding in the corner spraying the roof with autofire. Let the mage know that it's common strategy that Mages Die First (MDF), let the marksman know that Snipers Die Second (SDS) is another common saying. I've seen players get upset and pissed off about this GM that's out to get them when in reality they just keep doing things stupidly.

A good example of this was my first session of SR4A. The group's hacker was in the van, the adept infiltrator was in the shadows of the building with 11 hits on her infiltration (yes 11), the marksman was hidden on the roof waiting with 5 hits on his infiltration, and they were all waiting on the street sam with 2 hits on infiltration to head back to the van. They knew beforehand that there were roughly twenty security guards in the facility, and that ten were just inside the door. When the sam got spotted, instead of continuing to run (and full dodging) to the getaway van, he turned and tried to fight the two guards outside. The entire group dropped jaw and stared at him. The entire group waited for him to run until he finally dropped, knowing they'd all get slotted if they tried a straight up fight with the sec guards in those numbers. Afterward he tried to blame everyone but himself for why he wound up in prison. He also tried to explain how he had better odds of dropping the guards (these were well equipped and well trained guards that they knew about from legwork) than dodging their 10 dice shots with his 15 dice full defense pool (as it was he got hit every time and didn't drop either of them).

In cases like that, remember, it actually isn't you, it's them that's the issue. It's not a one case scenario either. A lot of players, mostly powergamers, want to always win a fight and never run away, to the point that they'll stand and fight against overwhelming odds thinking they'll win or get bailed out.